A 5-foot-diameter sphere of lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save the creature takes 1d10 lightning damage and cannot use reactions until the end of your next turn, or half as much damage on a successful one.
As a bonus action, you can move the ball up to 20 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere, and the ball stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Comments